diff options
Diffstat (limited to 'server')
-rw-r--r-- | server/game.cpp | 64 |
1 files changed, 45 insertions, 19 deletions
diff --git a/server/game.cpp b/server/game.cpp index 50f6241..6ae899c 100644 --- a/server/game.cpp +++ b/server/game.cpp @@ -125,7 +125,7 @@ void Game::round_update() { draw_phase = false; } else { //We chwck to see if player can chi from last discard - Tile* temp_tile = &game_state.players[current_player].pond.back(); + int temp_next_player; if (current_player == 3) { @@ -134,24 +134,33 @@ void Game::round_update() { temp_next_player = current_player + 1; } - Tiles* hand = &game_state.players[temp_next_player].hand; + Tiles* pond = &game_state.players[current_player].pond; + Tile temp_tile = pond->back(); Tiles::iterator it; Tile* tile_2u = NULL; Tile* tile_1u = NULL; Tile* tile_1o = NULL; Tile* tile_2o = NULL; unsigned int count = 0, tile_2u_id,tile_1u_id,tile_1o_id,tile_2o_id; - for(it = hand->begin(); it != hand->end(); ++it) { - if(it->type == (temp_tile->type-2)) { + Tile::Type check_tile; + for(it = game_state.players[temp_next_player].hand.begin(); it != game_state.players[temp_next_player].hand.end(); ++it) { + check_tile = Tile::Type(temp_tile.type - 2); + if(it->type == check_tile) { tile_2u = &(*it); tile_2u_id = count; - } else if(it->type == (temp_tile->type-1)) { + } + check_tile = Tile::Type(temp_tile.type - 1); + if(it->type == check_tile) { tile_1u = &(*it); tile_1u_id = count; - } else if(it->type == (temp_tile->type+1)) { + } + check_tile = Tile::Type(temp_tile.type + 1); + if(it->type == check_tile) { tile_1o = &(*it); tile_1o_id = count; - } else if(it->type == (temp_tile->type+2)) { + } + check_tile = Tile::Type(temp_tile.type + 2); + if(it->type == check_tile) { tile_2o = &(*it); tile_2o_id = count; } @@ -164,21 +173,22 @@ void Game::round_update() { chi = false; //Make sure we have a chi within the same series. if(tile_2u->type <= Tile::Man_7 && tile_2u->type >= Tile::Man_1) { - if(temp_tile->type <= Tile::Man_9 && temp_tile->type >= Tile::Man_3) { + if(temp_tile.type <= Tile::Man_9 && temp_tile.type >= Tile::Man_3) { chi = true; } } else if(tile_2u->type <= Tile::Pin_7 && tile_2u->type >= Tile::Pin_1) { - if(temp_tile->type <= Tile::Pin_9 && temp_tile->type >= Tile::Pin_3) { + if(temp_tile.type <= Tile::Pin_9 && temp_tile.type >= Tile::Pin_3) { chi = true; } } else if(tile_2u->type <= Tile::Sou_1 && tile_2u->type >= Tile::Sou_1) { - if(temp_tile->type <= Tile::Sou_9 && temp_tile->type >= Tile::Sou_3) { + if(temp_tile.type <= Tile::Sou_9 && temp_tile.type >= Tile::Sou_3) { chi = true; } } if(chi) { temp_action.player = temp_next_player; temp_action.target = tile_2u_id; + temp_action.type = Action::Chi; game_state.possible_actions.push_back(temp_action); #ifdef DEBUG @@ -209,7 +219,15 @@ void Game::round_update() { if(chi) { temp_action.player = temp_next_player; temp_action.target = tile_1u_id; + temp_action.type = Action::Chi; game_state.possible_actions.push_back(temp_action); + + #ifdef DEBUG + + time_t current_time = std::time(0); + std::cout << std::ctime(¤t_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target << std::endl; + + #endif } } @@ -217,15 +235,15 @@ void Game::round_update() { Action temp_action; chi = false; //Make sure we have a chi within the same series. - if(temp_tile->type <= Tile::Man_7 && temp_tile->type >= Tile::Man_1) { + if(temp_tile.type <= Tile::Man_7 && temp_tile.type >= Tile::Man_1) { if(tile_2o->type <= Tile::Man_9 && tile_2o->type >= Tile::Man_3) { chi = true; } - } else if(temp_tile->type <= Tile::Pin_7 && temp_tile->type >= Tile::Pin_1) { + } else if(temp_tile.type <= Tile::Pin_7 && temp_tile.type >= Tile::Pin_1) { if(tile_2o->type <= Tile::Pin_9 && tile_2o->type >= Tile::Pin_3) { chi = true; } - } else if(temp_tile->type <= Tile::Sou_1 && temp_tile->type >= Tile::Sou_1) { + } else if(temp_tile.type <= Tile::Sou_1 && temp_tile.type >= Tile::Sou_1) { if(tile_2o->type <= Tile::Sou_9 && tile_2o->type >= Tile::Sou_3) { chi = true; } @@ -233,7 +251,15 @@ void Game::round_update() { if(chi) { temp_action.player = temp_next_player; temp_action.target = tile_1o_id; + temp_action.type = Action::Chi; game_state.possible_actions.push_back(temp_action); + + #ifdef DEBUG + + time_t current_time = std::time(0); + std::cout << std::ctime(¤t_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target << std::endl; + + #endif } } @@ -253,24 +279,24 @@ void Game::round_update() { players[3]->round_state(game_state); // Only implemented discard so far, so only current player that needs to be able to do a action. - char smart = 0x0000; + char smart = 0; for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) { - smart = smart | (1 << it->player); + smart = smart | (0x0001 << it->player); } - if(smart & 0x0001) { + if(smart & 1) { num_player_actions++; players[0]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1)); } - if(smart & 0x0010) { + if(smart & 2) { num_player_actions++; players[1]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1)); } - if(smart & 0x0100) { + if(smart & 4) { num_player_actions++; players[2]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1)); } - if(smart & 0x1000) { + if(smart & 8) { num_player_actions++; players[3]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1)); } |